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Antiguo 25/09/2006, 10:04
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Chow_Total_War
 
Fecha de Ingreso: septiembre-2006
Mensajes: 639
Antigüedad: 18 años, 1 mes
Puntos: 25
Ahora va la segunda parte del mismo hombre, aviso que es súmamente larga, por lo que lo voy a dividir en 3 partes. Como tiene muchas "no-novedades", subrallaré lo que considero más importante y novedoso. Aún así, aconsejo que los que ya controlen el tema, que le echen un vistazo por encima, pues apenas hay novedades (eso sí, miraos las batallas al final del todo). Pongo este documento porque es altamente fiable y porque reúne un poco de todo. Alguna palabrilla que considero difícil o importante la he traducido, pero la verdad es que casi ‘na’ (este casi ‘na’ me ha costado más de una hora y media, jejeje).

Part 2:

Okay so now I'll answer the individual questions asked (see the link in the beginpost of this thread).

Modding
1-10. Unfortunately, they weren't able to answer those, but they will ask their collegues in Australia to try get some answers on these questions.

Battle
1.+ 2. Yes, the AI has improved a lot in Sieges. This was actually necessary because the 3 layered walls which citadels have, weren't being used optimally by the AI with the Rome code. Also the Pathfinding got some changes here, so that you can actually have pretty nice siege fights. They both said fighting in the streets really improved in terms of fun and importance.
3. You can't station artillery on the walls, but the towers are upgradable. One very nice thing is that towers don't shoot unless there is actually a unit on the walls next to it. Yes, this means that if there is only 1 unit garrissoned in a castle, most of the defenses don't work.
The AI knows this and so it will be unlikely (but still possible sometimes) that the AI will leave a large castle or fortress defended with just 1 or 2 units.
Although I didn't get to see this in action, this sounds pretty promising and nice in my eyes.
4. Like I said before, kill speeds and run speeds are down. But I'm not sure if it's enough for the people who didn't enjoy it in Rome. If I had to guess (warning, take this for what it is; a guess..) it's probably a reduction of about 25-40% in kill speeds and movement speeds.
Playing the 2 Historical battles, I was able to complete and win both of them without using pause, while I used pause quite a lot in Rome's historical battles. I personally felt that the speed was pretty good in that I felt in control, without needing to pause the game, but also always having something to do or adjust.
Once more, this is just me personally. I think it might still be too fast for some people, but I guess that's inevitable.
5. They weren't sure about this, so they'll forward this question
6. There is no new graphical addition to see how fatigued units are, it's just the same as in Rome.
7. Ship battles are still using the autoresolve system, and your army still won't vanish unless all your boats are destroyed. They are working on some improvements though, especially about the decisiveness of these battles. In Rome ship battles were often not very decisive and remaining ships got a lot of flee movement. That is something they are working on changing, so that you don't have to keep chasing ships around who keep fleeing.8. Heat/armor penalties are obviously in the game, and compared to Rome it might have some more effect because of the heavier armor and such, but exactly how much of a difference is a balance issue that CA Australia is working on.
9. [U]For siege weapons you still have the assault towers, ladders and all the other stuff from Rome, in addition, the gunpowder event gives you a whole new range of Siege Weapons, so there is more choice then in Rome. You will be able to launch cows from Trebuchets and Catapults and the like (in addition to the normal boulder and flaming boulder ammo). These will (beside the obvious impact casualties.. splat!) have a morale effect[/U]. I'm not sure if they also have a disease effect, I noted down something like that in my notes, but it might be only what they told me about history...
10. Pathfinding (like I said in bullet 1 & 2) is improved.